SetDirty() приватный Метод

private SetDirty ( Object target ) : void
target Object
Результат void
Пример #1
0
        private static void AddWaypointToGroupOnClick(WaypointGroup group, int afterIndex, Vector3 worldPosition)
        {
            if (Event.current.alt)
            {
                // when using alt the user is likely panning around an object, ignore the add method.
                return;
            }

            Handles.Label(worldPosition, "Inserted waypoint at: " + worldPosition);
            Handles.color = Color.green;
            Handles.SphereCap(-1, worldPosition, Quaternion.identity, 0.5f);

            var afterIndexClamped = Mathf.Max(0, afterIndex - 1);

            if (afterIndexClamped > 0 && afterIndexClamped < group.waypoints.Length)
            {
                Handles.DrawAAPolyLine(LineWidth, group.waypoints[afterIndexClamped].transform.position, worldPosition);
            }

            Handles.color = Color.white;

            // Connect from the last to a new waypoint
            if (Event.current.type == EventType.MouseDown && Event.current.button == 0)
            {
                Undo.RecordObject(group, "Added waypoint");
                group.InsertWaypointAfter(group.transform.worldToLocalMatrix * (worldPosition - group.transform.localPosition), afterIndex);

                _selectedWaypointGroup = group;
                _selectedWaypointIndex = afterIndex;

                EditorUtility.SetDirty(group);
            }
        }
Пример #2
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        public override void AddItem(InventoryItemBase item, bool editOnceAdded = true)
        {
            base.AddItem(item, editOnceAdded);
            UpdateAssetName(item);

            EditorUtility.SetDirty(ItemManager.database); // To save it.
        }
Пример #3
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        public override void RemoveItem(int i)
        {
//            var l = new List<InventoryItemBase>(ItemManager.database.items);
            var allUsingCategory = ItemManager.database.items.Where(o => o.category == crudList[i]).ToArray();

            if (allUsingCategory.Length == 0)
            {
                base.RemoveItem(i);
            }
            else
            {
                var window = ReplaceWithDialog.Get((index, editorWindow) =>
                {
                    if (index == -1)
                    {
                        Debug.Log("Not replacing - Deleting category");
                    }
                    else
                    {
                        Debug.Log("Replace category with " + ItemManager.database.categories[index].name);
                        foreach (var item in allUsingCategory)
                        {
                            item.category = ItemManager.database.categories[index];
                            EditorUtility.SetDirty(item);
                        }
                    }

                    base.RemoveItem(i);
                    editorWindow.Close();
                }, "Category", allUsingCategory.Length, ItemManager.database.itemCategoriesStrings);
                window.Show();
            }
        }
Пример #4
0
        public override void DuplicateItem(int index)
        {
            var source = crudList[index];

            var item = UnityEngine.Object.Instantiate <InventoryItemBase>(source);

            item.ID    = (crudList.Count > 0) ? crudList.Max(o => o.ID) + 1 : 0;
            item.name += "(duplicate)";

            string prefabPath = InventoryScriptableObjectUtility.GetSaveFolderForFolderName("Items") + "/item_" + System.DateTime.Now.ToFileTimeUtc() + "_PFB.prefab";

            var prefab = PrefabUtility.CreatePrefab(prefabPath, item.gameObject);

            prefab.layer = InventorySettingsManager.instance.settings.itemWorldLayer;

            AssetDatabase.SetLabels(prefab, new string[] { "InventoryProPrefab" });

            AddItem(prefab.gameObject.GetComponent <InventoryItemBase>());

            EditorUtility.SetDirty(prefab);                              // To save it.

            UnityEngine.Object.DestroyImmediate(item.gameObject, false); // Destroy the instance created

            window.Repaint();
        }
Пример #5
0
        public override void RemoveItem(int i)
        {
            AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(ItemManager.database.items[i]));
            base.RemoveItem(i);

            EditorUtility.SetDirty(ItemManager.database); // To save it.
        }
Пример #6
0
        public override void RemoveItem(int i)
        {
            AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(ItemManager.database.items[i]));
            //UnityEngine.Object.DestroyImmediate(((InventoryItemBase)itemEditorInspectorList[i].target).gameObject);
            //itemEditorInspectorList.RemoveAt(i);
            base.RemoveItem(i);

            EditorUtility.SetDirty(ItemManager.database);             // To save it.
        }
Пример #7
0
        protected override void CreateNewItem()
        {
            var picker = CreateNewItemEditor.Get((System.Type type, GameObject obj, EditorWindow thisWindow) =>
            {
                InventoryScriptableObjectUtility.SetPrefabSaveFolderIfNotSet();
                string prefabPath = InventoryScriptableObjectUtility.GetSaveFolderForFolderName("Items") + "/item_" + System.DateTime.Now.ToFileTimeUtc() + "_PFB.prefab";

                //var obj = GameObject.CreatePrimitive(PrimitiveType.Cube);
                var instanceObj = UnityEngine.Object.Instantiate <GameObject>(obj); // For unity 5.3+ - Source needs to be instance object.
                var prefab      = PrefabUtility.CreatePrefab(prefabPath, instanceObj);
                UnityEngine.Object.DestroyImmediate(instanceObj);

                if (InventorySettingsManager.instance != null && InventorySettingsManager.instance.settings != null)
                {
                    prefab.layer = InventorySettingsManager.instance.settings.itemWorldLayer;
                }
                else
                {
                    Debug.LogWarning("Couldn't set item layer because there's no InventorySettingsManager in the scene");
                }

                AssetDatabase.SetLabels(prefab, new string[] { "InventoryProPrefab" });

                var comp = (InventoryItemBase)prefab.AddComponent(type);
                comp.ID  = (crudList.Count > 0) ? crudList.Max(o => o.ID) + 1 : 0;
                EditorUtility.SetDirty(comp); // To save it.

                prefab.GetOrAddComponent <ItemTrigger>();
                prefab.GetOrAddComponent <ItemTriggerInputHandler>();
                if (prefab.GetComponent <SpriteRenderer>() == null)
                {
                    // This is not a 2D object
                    if (prefab.GetComponent <Collider>() == null)
                    {
                        prefab.AddComponent <BoxCollider>();
                    }

                    var sphereCollider       = prefab.GetOrAddComponent <SphereCollider>();
                    sphereCollider.isTrigger = true;
                    sphereCollider.radius    = 1f;

                    prefab.GetOrAddComponent <Rigidbody>();
                }

                // Avoid deleting the actual prefab / model, only the cube / internal models without an asset path.
                if (string.IsNullOrEmpty(AssetDatabase.GetAssetPath(obj)))
                {
                    Object.DestroyImmediate(obj);
                }

                AddItem(comp, true);
                thisWindow.Close();
            });

            picker.Show();
        }
Пример #8
0
        /*private void RepairPrefabLinks()
         * {
         *      var crudListCopy = crudList;
         *
         *      for(int i = 0; i < crudListCopy.Count; i++)
         *      {
         *              InventoryItemBase realPrefab = null;
         *
         *              if(DevdogPrefabUtility.IsComponentReferenceIsBroken(crudListCopy[i], ref realPrefab))
         *              {
         *                      crudListCopy[i] = realPrefab;
         *              }
         *      }
         *
         *      crudList = crudListCopy;
         *
         * }*/

        protected override void SyncIDs()
        {
            Debug.Log("Item ID's out of sync, force updating...");

            //RepairPrefabLinks();


            List <InventoryItemBase> crudListResult = new List <InventoryItemBase>();
            var crudListCopy             = crudList;
            InventoryItemBase realPrefab = null;
            uint lastID = 0;

            for (int i = 0, j = 0; i < crudListCopy.Count; ++i)
            {
                var item = crudListCopy[i];
                if (item != null)
                {
                    var editor = GetEditor(item, (int)lastID);
                    InventoryItemBase inventoryItemBase = editor.target as InventoryItemBase;
                    inventoryItemBase.ID = lastID++;
                    crudListResult.Add(UpdatePrefab(inventoryItemBase, item));
                }

                /*else if(DevdogPrefabUtility.IsComponentReferenceIsBroken(crudListCopy[i], ref realPrefab))
                 * {
                 *      item = realPrefab;
                 *
                 *      var editor = GetEditor(item, (int)lastID);
                 *      InventoryItemBase inventoryItemBase = editor.target as InventoryItemBase;
                 *      inventoryItemBase.ID = lastID++;
                 *      crudListResult.Add(UpdatePrefab(inventoryItemBase, item));
                 * }*/
                else
                {
                    /*
                     * Debug.Log("Item is null" + item.GetInstanceID());
                     *
                     * var editor = itemEditorInspectorList[(int)lastID];
                     *
                     * if (editor != null && itemEditorInspectorList[i].target != null)
                     * {
                     *      InventoryItemBase inventoryItemBase = editor.target as InventoryItemBase;
                     *      UnityEngine.Object.DestroyImmediate(inventoryItemBase.gameObject);
                     * }
                     *
                     * itemEditorInspectorList.RemoveAt((int)lastID);
                     */
                }
            }

            crudList     = crudListResult;
            selectedItem = null;
            EditorUtility.SetDirty(ItemManager.database);
        }
Пример #9
0
        // Utils

        private void Save()
        {
            if (watch.ElapsedMilliseconds > 5000)
            {
                watch.Reset();
                watch.Start();

                EditorUtility.SetDirty(BoltRuntimeSettings.instance);
                AssetDatabase.SaveAssets();
            }
        }
Пример #10
0
        // Utils

        private void Save()
        {
            if (Watch.ElapsedMilliseconds > 5000)
            {
                Watch.Reset();
                Watch.Start();

                EditorUtility.SetDirty(AppSettingsScriptableObject);
                AssetDatabase.SaveAssets();
            }
        }
        public override void RemoveItem(int i)
        {
            var allUsingStat = ItemManager.database.items.Where(o => o.stats.Any(s => s.stat == crudList[i])).ToArray();

            foreach (var item in allUsingStat)
            {
                var l = item.stats.ToList();
                l.RemoveAll(o => o.stat.ID == crudList[i].ID);
                item.stats = l.ToArray();

                EditorUtility.SetDirty(item);
            }

            base.RemoveItem(i);
        }
Пример #12
0
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();

            var t      = (UNetEquipmentCollectionCreator)target;
            var bridge = t.GetComponent <UNetActionsBridge>();

            EditorGUILayout.Space();
            EditorGUILayout.Space();

            using (new VerticalLayoutBlock("box"))
            {
                EditorGUILayout.LabelField("Editor", UnityEditor.EditorStyles.boldLabel);
                EditorGUILayout.LabelField("Copy collection data from CollectionUI component");

                _collectionUI = (EquipmentCollectionUI)EditorGUILayout.ObjectField(_collectionUI, typeof(EquipmentCollectionUI), true);
                if (_collectionUI != null)
                {
                    if (GUILayout.Button("Copy (overwrites old)"))
                    {
                        var collection = new EquipmentCollection <IEquippableItemInstance>(0, t.GetComponent <IEquippableCharacter <IEquippableItemInstance> >(), null);
                        _collectionUI.collection = collection;
//                        _collectionUI.IndexSlotsAndMountPoints();

                        t.slots = new UnitySerializedEquipmentCollectionSlot[_collectionUI.collection.slotCount];
                        for (int i = 0; i < _collectionUI.collection.slotCount; i++)
                        {
                            var equipmentTypes = new UnityEquipmentType[collection.slots[i].equipmentTypes.Length];
                            for (int j = 0; j < equipmentTypes.Length; j++)
                            {
                                equipmentTypes[j] = bridge.equipmentTypeDatabase.Get(new Identifier(collection.slots[i].equipmentTypes[j].ID)).result;
                            }

                            t.slots[i] = new UnitySerializedEquipmentCollectionSlot()
                            {
                                equipmentTypes = equipmentTypes,
                            };
                        }

                        EditorUtility.SetDirty(t);
                        GUI.changed = true;

                        Debug.Log($"Copied {_collectionUI.collection.slotCount} slots to player", t);
                        _collectionUI.collection = null;
                    }
                }
            }
        }
Пример #13
0
        protected override void SyncIDs()
        {
            Debug.Log("Item ID's out of sync, force updating...");

            crudList = crudList.Where(o => o != null).ToList();
            uint lastID = 0;

            foreach (var item in crudList)
            {
                item.ID = lastID++;
                EditorUtility.SetDirty(item);
            }

            GUI.changed = true;
            EditorUtility.SetDirty(ItemManager.database);
        }
Пример #14
0
        public void OnGUI()
        {
            DrawToolbar();

            if (toolbarIndex < 0 || toolbarIndex >= editors.Count || editors.Count == 0)
            {
                toolbarIndex = 0;
                CreateEditors();
            }

            // Draw the editor
            editors[toolbarIndex].Draw();

            if (GUI.changed && LosManager.instance != null)
            {
                EditorUtility.SetDirty(LosManager.instance.settings); // To make sure it gets saved.
            }
        }
Пример #15
0
        protected override void SyncIDs()
        {
            if (updatingPrefabs)
            {
                return;
            }
            updatingPrefabs = true;
            Debug.Log("Item ID's out of sync, force updating...");

            crudList = crudList.Where(o => o != null).Distinct().ToList();

            List <GameObject> brokenPrefabs = new List <GameObject>();

            foreach (var o in crudList)
            {
                if (IsMissingComponent(o.gameObject))
                {
                    brokenPrefabs.Add(o.gameObject);
                }
            }

            if (brokenPrefabs.Count > 0)
            {
                Selection.objects = brokenPrefabs.ToArray();
                Debug.LogError("Fix Broken Prefabs First");
                return;
            }

            uint id = 0;

            foreach (var item in crudList)
            {
                UpdatePrefab(item, id);

                id++;
            }

            selectedItem = null;
            AssetDatabase.SaveAssets();
            EditorUtility.SetDirty(ItemManager.database);
            updatingPrefabs = false;
        }
Пример #16
0
        public void ConvertThisToNewType(InventoryItemBase currentItem, Type type)
        {
            var comp = (InventoryItemBase)currentItem.gameObject.AddComponent(type);

            ReflectionUtility.CopySerializableValues(currentItem, comp);

            // Set in database
            for (int i = 0; i < ItemManager.database.items.Length; i++)
            {
                if (ItemManager.database.items[i].ID == currentItem.ID)
                {
                    ItemManager.database.items[i] = comp;
                }
            }

            selectedItem        = comp;
            itemEditorInspector = Editor.CreateEditor(selectedItem);
            EditorUtility.SetDirty(selectedItem);
            GUI.changed = true;

            Object.DestroyImmediate(currentItem, true); // Get rid of the old object
            window.Repaint();
        }
        private static void HandlePositionHandle(WaypointGroup group)
        {
            for (int i = 0; i < group.waypoints.Length; i++)
            {
                if (group != _selectedWaypointGroup || i != _selectedWaypointIndex)
                {
                    continue;
                }

                var waypoint = group.waypoints[i % group.waypoints.Length];
                var waypointWorldPosition = waypoint.transform.position;

                EditorGUI.BeginChangeCheck();
                waypointWorldPosition = Handles.PositionHandle(waypointWorldPosition, group.transform.rotation);
                if (EditorGUI.EndChangeCheck())
                {
                    Undo.RecordObject(group, "Moved waypoint");

                    waypoint.transform.localPosition = group.transform.worldToLocalMatrix * (waypointWorldPosition - group.transform.localPosition);
                    EditorUtility.SetDirty(group);
                    EditorUtility.SetDirty(group.waypoints[i].transform);
                }
            }
        }
Пример #18
0
        public override void OnEnable()
        {
            base.OnEnable();

            if (target == null)
            {
                return;
            }

            id                       = serializedObject.FindProperty("_id");
            itemName                 = serializedObject.FindProperty("_name");
            description              = serializedObject.FindProperty("_description");
            stats                    = serializedObject.FindProperty("_stats");
            usageRequirements        = serializedObject.FindProperty("_usageRequirement");
            useCategoryCooldown      = serializedObject.FindProperty("_useCategoryCooldown");
            overrideDropObjectPrefab = serializedObject.FindProperty("_overrideDropObjectPrefab");
            category                 = serializedObject.FindProperty("_category");
            icon                     = serializedObject.FindProperty("_icon");
            weight                   = serializedObject.FindProperty("_weight");
            layoutSizeCols           = serializedObject.FindProperty("_layoutSizeCols");
            layoutSizeRows           = serializedObject.FindProperty("_layoutSizeRows");
            requiredLevel            = serializedObject.FindProperty("_requiredLevel");
            rarity                   = serializedObject.FindProperty("_rarity");
            buyPrice                 = serializedObject.FindProperty("_buyPrice");
            sellPrice                = serializedObject.FindProperty("_sellPrice");
            isDroppable              = serializedObject.FindProperty("_isDroppable");
            isSellable               = serializedObject.FindProperty("_isSellable");
            isStorable               = serializedObject.FindProperty("_isStorable");
            maxStackSize             = serializedObject.FindProperty("_maxStackSize");
            cooldownTime             = serializedObject.FindProperty("_cooldownTime");

            var t = (InventoryItemBase)target;

            _statsList = new UnityEditorInternal.ReorderableList(serializedObject, stats, true, true, true, true);
            _statsList.drawHeaderCallback  += rect => GUI.Label(rect, "Item stats");
            _statsList.elementHeight        = 40;
            _statsList.drawElementCallback += (rect, index, active, focused) => {
                DrawItemStatLookup(rect, stats.GetArrayElementAtIndex(index), active, focused, true, true);
            };
            _statsList.onAddCallback += (list) => {
                var l = new List <StatDecorator>(t.stats);
                l.Add(new StatDecorator());
                t.stats = l.ToArray();

                GUI.changed = true;                 // To save..

                EditorUtility.SetDirty(target);
                serializedObject.ApplyModifiedProperties();
                Repaint();
            };

            _usageRequirementList = new UnityEditorInternal.ReorderableList(serializedObject, usageRequirements, true, true, true, true);
            _usageRequirementList.drawHeaderCallback  += rect => GUI.Label(rect, "Usage requirement stats");
            _usageRequirementList.elementHeight        = 40;
            _usageRequirementList.drawElementCallback += (rect, index, active, focused) => {
                var element = usageRequirements.GetArrayElementAtIndex(index);
                DrawUsageRequirement(rect, element, active, focused, true);
            };
            _usageRequirementList.onAddCallback += (list) => {
                var l = new List <StatRequirement>(t.usageRequirement);
                l.Add(new StatRequirement());
                t.usageRequirement = l.ToArray();

                GUI.changed = true;                 // To save..
                EditorUtility.SetDirty(target);
                serializedObject.ApplyModifiedProperties();
                Repaint();
            };
        }
Пример #19
0
 /// <summary>
 /// Save settings data.
 /// </summary>
 public virtual void Save()
 {
     UnityEditorUtility.SetDirty(this);
     AssetDatabase.SaveAssets();
 }
        public override void OnEnable()
        {
            base.OnEnable();

            equipType      = serializedObject.FindProperty("_equipmentType");
            equipSlotsData = serializedObject.FindProperty("equipSlotsData");

            reorderableList = new ReorderableList(serializedObject, equipSlotsData, false, true, true, true);
            reorderableList.drawHeaderCallback  += rect => EditorGUI.LabelField(rect, "UMA Equipment data");
            reorderableList.elementHeight        = 210;
            reorderableList.drawElementCallback += (rect, index, active, focused) =>
            {
//                var t = (UMAEquippableInventoryItem)target;

                rect.height = 16;
                rect.y     += 2;

                var o                   = equipSlotsData.GetArrayElementAtIndex(index);
                var umaEquipSlot        = o.FindPropertyRelative("umaEquipSlot");
                var umaOverrideColor    = o.FindPropertyRelative("umaOverrideColor");
                var umaOverlayColor     = o.FindPropertyRelative("umaOverlayColor");
                var umaOverlayDataAsset = o.FindPropertyRelative("umaOverlayDataAsset");
                var umaSlotDataAsset    = o.FindPropertyRelative("umaSlotDataAsset");
                var umaReplaceSlot      = o.FindPropertyRelative("umaReplaceSlot");

                EditorGUI.LabelField(rect, "Equipment item " + index, UnityEditor.EditorStyles.boldLabel);
                rect.y += 20;

                EditorGUI.PropertyField(rect, umaEquipSlot);
                rect.y += 18;


                rect.y += 5;
                EditorGUI.PropertyField(rect, umaOverrideColor);
                rect.y += 18;

                if (umaOverrideColor.boolValue)
                {
                    EditorGUI.PropertyField(rect, umaOverlayColor);
                    rect.y += 18;
                }
                rect.y += 5;

                EditorGUI.PropertyField(rect, umaOverlayDataAsset);
                rect.y += 18;

                EditorGUI.PropertyField(rect, umaSlotDataAsset);
                rect.y += 18;

                EditorGUI.PropertyField(rect, umaReplaceSlot);
                rect.y += 23;

                string msg = "";
                rect.height = 40;
                if (umaEquipSlot.objectReferenceValue != null)
                {
                    if (umaOverlayDataAsset.objectReferenceValue != null && umaSlotDataAsset.objectReferenceValue == null && umaReplaceSlot.objectReferenceValue == null)
                    {
                        msg = "Equipping " + umaOverlayDataAsset.objectReferenceValue.name + "\nto\n" + umaEquipSlot.objectReferenceValue.name;
                    }
                    else if (umaOverlayDataAsset.objectReferenceValue != null && umaSlotDataAsset.objectReferenceValue != null && umaReplaceSlot.objectReferenceValue == null)
                    {
                        msg = "Equipping " + umaOverlayDataAsset.objectReferenceValue.name + " & " + umaSlotDataAsset.objectReferenceValue.name + "\nto\n" + umaEquipSlot.objectReferenceValue.name;
                    }
                    else if (umaOverlayDataAsset.objectReferenceValue != null && umaSlotDataAsset.objectReferenceValue != null && umaReplaceSlot.objectReferenceValue != null)
                    {
                        rect.height += 14;
                        msg          = "Equipping " + umaOverlayDataAsset.objectReferenceValue.name + " & " + umaSlotDataAsset.objectReferenceValue.name + "\nto\n" + umaEquipSlot.objectReferenceValue.name + "\nReplacing slot " + umaReplaceSlot.objectReferenceValue.ToString() + " while equipped.";
                    }
                }

                if (msg != "")
                {
                    EditorGUI.HelpBox(rect, msg, MessageType.Info);
                }



                // Changed something, copy property data
                if (GUI.changed)
                {
                    EditorUtility.SetDirty(target);
                    serializedObject.ApplyModifiedProperties();
                    Repaint();
                }
            };
        }
        public plyStatsEditor(string name, EditorWindow window)
        {
            this.name             = name;
            this.window           = window;
            this.requiresDatabase = true;

            resultList = new UnityEditorInternal.ReorderableList(attributes, typeof(plyGameAttributeDatabaseModel), false, true, false, false);
            resultList.drawHeaderCallback += rect =>
            {
                var r = rect;
                r.width = 40;
                r.x    += 15; // Little offset on the start

                EditorGUI.LabelField(r, "Show");


                var r2 = rect;
                r2.width -= 50;
                r2.width /= 3;
                r2.x     += 50;

                EditorGUI.LabelField(r2, "Display name");

                r2.x += r2.width;
                EditorGUI.LabelField(r2, "Category");

                r2.x += r2.width;
                EditorGUI.LabelField(r2, "Formatter");
            };
            //resultList.elementHeight = 30;
            resultList.drawElementCallback += (rect, index, active, focused) =>
            {
                rect.height = 16;
                rect.y     += 2;

                if (index >= ItemManager.database.plyAttributes.Length)
                {
                    return;
                }

                var stat = ItemManager.database.plyAttributes[index];


                var r2 = rect;
                r2.width -= 50;
                r2.width /= 3;
                r2.width -= 10;
                r2.x     += 50;

                var r = rect;
                r.width   = 40;
                r.x      += 15;
                stat.show = EditorGUI.Toggle(r, stat.show);

                GUI.enabled = stat.show;

                if (index >= 0 && index <= attributresStrings.Length)
                {
                    EditorGUI.LabelField(r2, attributresStrings[index]);
                }

                r2.x         += r2.width;
                r2.x         += 10;
                stat.category = EditorGUI.TextField(r2, stat.category);

                GUI.enabled = true;

                if (GUI.changed)
                {
                    EditorUtility.SetDirty(ItemManager.database);
                }
            };
        }